Learning something obvious that improved your SC2 - Page 4

You can right-click burrowed banelings to make them automatically unburrow when an enemy unit comes over (although it is better to micro them)

You can right-click the interceptor button to make carriers auto-make interceptors.

Unfortunately this ability was implemented rather badly. They unburrow when a unit is in site range which is not very good against large amounts of MM with concussive shells. It would much preferable if they just blew up when a unit was in their explosion range.

On September 22 2010 00:14 Azro wrote:if you expand as Z and once you ordered the drone to build an hatch you can right away add the drone to your hatchery hotkeygroup. when its done later you will have the hatch in your hotkeygroup!

You can set rally points while a hatch is building as well, both worker and larva.

Speaking of, another big one for me was realizing you could rally individual eggs and add them to groups before they hatch. On good use for the individual rallying is for workers so they don't all go to the same place when they pop.

In the campaign with the drop pods protoss tech I noticed I could keep my barracks on one hotkey group by themselves to que up units and them also include the barracks in my army hotkey groups so the rally points would constantly be updated when i moved my units for continuous reenforcement in the field.

On September 22 2010 00:06 BigAndrew5000 wrote:When you make a new expo, if you actually take like half your workers from the original one (supposing it's still with 8 mineral patches), then you will make your mineral income rise a lot faster then if you just made new SCVs for that expo, instead of transferring half of them...

And mules give you around 300 minerals, basically for free. So this is what the scan costs - 300 minerals, or 2 1000 hp barracks you could build to fly over and survey your opponent's base.

Flawed logic there friend... Mules don't cost minerals, you still have the minerals even if you don't use a mule, they just come in slower.

Looking at just minerals is silly. By your logic you would never make additional SCVs...after all, you still have the minerals even without more SCVs, they just come in slower :S

You see, economy in SC2 isn't about minerals/gas, it's about how fast you're getting them, also called income. Using scan instead of MULE doesn't cost you minerals, but it does cost you income. MULEs don't give you free minerals, but they do give you free income, and that's what makes them so good.

When people say "scan instead of MULE costs you 270 minerals", what they mean is that it costs you 3 min/sec for 90 seconds

If you have multiple nexus in one hotkey group and use chrono boost it will always use the first nexus's energy first if it has 25, even if other nexus have 100. You have to manually manage which nexus you're chronoboosting from in order to not waste potential energy.

You can quickly create a forcefield wall by selecting your sentry group and holding f while spamming click.

Bunkers add +1 range to units.

Anyone have any tips for dealing with mass repair planetary fortress in the early midgame without splash as P (i.e. no storm or colossus) shift queuing attack commands on SCVs seems to always kill the first one so quickly that my units retarget the planetary and try to finish killing it before moving onto the next attack queued scv.

Now I'm not sure if this may work in team games (having a team mate teleport the larve of another), but it does work if you mind control a probe, make a nexus, and tech up to mother ships.

once teleported, the larve MUST be on creep, or they die right away. After you teleport them, they start going back to the hatchery they came from (and I think, that hatchery will not make new larve, as long as 3 of them are alive).

May be a "cool" way to sneak an expantion (move an over lord, make creep, teleport larve, and make drones), but you can just as easly teleport the drones.

maybe alow the innocent larve crawl next to an enemy base (units will attack them), and morph them into ultra's when no one's looking.

On September 22 2010 02:48 Liquid_Chaos wrote:here's one. Not very usefull but still is funny to do:

you can use the mother ship to teleport larve.

Now I'm not sure if this may work in team games (having a team mate teleport the larve of another), but it does work if you mind control a probe, make a nexus, and tech up to mother ships.

once teleported, the larve MUST be on creep, or they die right away. After you teleport them, they start going back to the hatchery they came from (and I think, that hatchery will not make new larve, as long as 3 of them are alive).

May be a "cool" way to sneak an expantion (move an over lord, make creep, teleport larve, and make drones), but you can just as easly teleport the drones.

maybe alow the innocent larve crawl next to an enemy base (units will attack them), and morph them into ultra's when no one's looking.

either way, not very useful, but nice to know.

This does not improve your play, it's just a cute trick.This thread is different than the one on battle.net forums which is called "TRICKS YOU DIDN'T KNOW WORKED!".This one is called "Learning something obvious that improved your SC2".Why can't some people understand what they read ?

since I played sc:bw a lot, I always wait to have 200 mineral to build a cybernetic core, even if they cost 150...

same for gas extractor, wait for 100 when they cost 75

--- so many tricks in mind

scv can be set to auto repair.. (hello medics in mech armies)if you're on health bar always on, you can use alt to hide them (and the other way around)you can queue a rally to multiple points with shiftyou can hallucinate air units, and scout with themyou can use sc2gears to autosave your replays (since the old one get auto deleted if not manually saved)you can't blink somewhere you don't have vision you can chronoboost gateways so you can warp in units fasterif you double press a number, you'll go the group location (not new..)you can feedback the crap out of thorsif you make multiple tumors, the creep will spread much faster (4 tumors is the magic number)archons make a nice front vs mass ultraif you kill a pylon while units are being warped, all the units die